NetEA Dark Angels Hunt For The Fallen 3.1.1
NetEA Dark Angels Hunt For The Fallen 3.1.1
1
By Kalen "Angel_of_Caliban" Matson
The Dark Angel army has a Strategy Rating of 5. All Dark Angel formations have an initiative rating of 1+.
All Standard Space Marine rules apply unless otherwise noted or replace as stated below.
Dark Angels Core
You may select any number of Dark Angels Core Detachments.
Detachment
Deathwing
Ravenwing
Unit
Upgrades
Master, Deathwing Tactics,
Deathwing Support, Dreadnought
4 Terminator Units
and Land Raider
For every Deathwing detachment taken you may take two Line Company detachment.
4 Bike Units and 4 Attack Bike Units
Cost
350
350
For every Ravenwing detachment taken you may take one Ravenwing Support and one Line Company detachment.
Master, Hunter, Executioner and
4 Predator Units
250
Ironwing
Ironwing Support
(Annihilator or Destructor)
For every Ironwing detachment taken you may take one Ironwing Support and one Line Company detachment.
Line Company
Detachment
Unit
Upgrades
Cost
Tactical
275
Assault
4 Assault Units
Master
175
Devastator
4 Devastator Units
plus transport
250
Scout
Master, Razorback
200
None
Battle Barge
200
200
Upgrades
None
Master, Ravenwing Tactics
Cost
250
200
Upgrades
Master, Hunter, Ironwing Support
None
Master, Hunter
Cost
325
350
300
Thunderhawk
Strike Cruiser
Ravenwing Support
Detachment
Air
Ground
Unit
2 Nephilim Jetfighters
5 Attack Bike Units
Ironwing Support
Detachment
Land Raider
Landing Craft
Whirlwind
Unit
4 Land Raiders or Land Raider Ares
1 Landing Craft
4 Whirlwinds
Intractable
Cost
50 (+50 GM) Each
175
Free
Free (+25 Typhoon)
50 Each
25 Pair
50 Each
75 or 125
75 Each
Free
25 Each
150
Ravenwing
All Bikes, Attack Bikes, Land Speeders (All Variants) have Scouts ability. Bikes and Attack Bikes have Teleport
Homers which allows Terminator to re-roll a failed Teleport test if within 15cm.
Unforgiven
The Dark Angel's secret is theirs alone. No Imperial Allies can be taken in this Dark Angel Force.
Before deployment, after army selection: The Dark Angels player decides whether to use the Hunt for the
Fallen VC. If it is used, the opponent chooses one of his/her formations that has either at least one infantry
unit or a character upgrade and nominates that formation as the one containing the Fallen. This formation
must start the game set up on the table. The Dark Angels player must destroy this formation completely to
score the Hunt for the Fallen VC.
This replaces the Blitz objective for the Dark Angel player
Space Marine Special Rules
Space Marine
Transports
They Shall
Know No Fear
The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually
includes enough Rhino transport vehicles to transport it and any upgrades that have been taken.
Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos
will always be the minimum needed to carry the formation, you cant take extras along to cover any losses!
Note that many formations dont receive Rhinos, usually because they cant fit into them. Detachments
that come with Rhinos will be noted as having plus transport in the units section of the army list opposite.
Also note that you dont have to take Rhinos if you dont want to. If youd rather field the formation on
foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you
may do so.
In addition, you may choose to replace a detachments Rhinos with Drop Pods. If you do this then the
detachment will enter play in a Drop Pod using the rules for Planetfall (see section Planetfall). Note that if
you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to
deploy the drop pods from.
Before each game, after the opposing army is known but before objectives are placed, the Space Marine
player may choose which formations with the plus transport aspect are deployed in Rhinos, Drop Pods or
on foot. If the formation has any units unable to deploy in Drop Pods then that option cannot be selected.
Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
* It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any
leftover Blast markers).
* Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
* Space Marines formations only count half their number of Blaster markers in assault resolution (rounding
downnote that assault resolution will not receive +1 for having no Blast markers if the formation has 1
Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation
that loses an assault, rounding down in favour of the Space Marines.
* When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the
number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast
markers instead of 1.
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
FIREPOWER
NOTES
Character
N/A
N/A
N/A
N/A
Power Weapon
Contact
EA +1, MW
Company Master
Character
N/A
N/A
N/A
N/A
Power Weapon
Contact
EA +1, MW
Interrogator Chaplain
Character
N/A
N/A
N/A
N/A
Power Weapon
Contact
EA +1, MW
Deathwing Librarian
Character
N/A
N/A
N/A
N/A
Power Weapon
Contact
EA +1, MW
Leader, Fearless
Smite
(15cm)
EA +1, MW
Infantry
15cm
4+
3+
3+
Power Weapon
Contact
EA +1, MW
2x Assault Cannon
30cm
AP5+/AT5+
EA +1, MW
Terminator
Assault Terminator
Infantry
15cm
4+
2+
N/A
Contact
Ravenwing Bike
Infantry
35cm
4+
3+
4+
Chainswords
Contact
Bolt Pistols
(15cm)
LV
35cm
4+
5+
5+
Heavy Bolter
30cm
AP5+
Scout
Land Speeder
LV
35cm
4+
6+
5+
Multi-Melta
(15cm)
MW
Skimmer, Scout
15cm
MW5+
LV
35cm
4+
6+
5+
Assault Cannon
30cm
AP5+/AT5+
Heavy Bolter
30cm
AP5+
45cm
AP3+/AT5+
Heavy Bolter
30cm
AP5+
Chainswords
Contact
Bolt Pistols
(15cm)
Assault
LV
Infantry
35cm
30cm
4+
4+
6+
3+
5+
5+
Skimmer, Scout
Skimmer, Scout
Jump Packs
Tactical Plasma
Infantry
15cm
4+
4+
4+
Plasma Cannon
30cm
AP3+/AT5+
Devastator Plasma
Infantry
15cm
4+
5+
3+
2x Plasma Cannon
30cm
AP3+/AT5+
Devastator
Infantry
15cm
4+
5+
3+
2x Missile Launcher
45cm
AP5+/AT6+
Sniper Scout
Infantry
15cm
5+
4+
5+
Sniper Rifle
30cm
AP5+
AV
15cm
3+
4+
4+
Plasma Cannon
30cm
AP3+/AT5+
Walker
Power Fist
Contact
EA +1, MW
Missile Launcher
45cm
AP5+/AT6+
Twin Lascannon
45cm
AT4+
Hunter Killer
60cm
AT4+/AA4+
Executioner Dreadnought
Hellfire Dreadnought
AV
15cm
3+
4+
4+
Hunter
AV
30cm
5+
6+
6+
Walker
Rhino
AV
30cm
5+
6+
6+
Storm Bolter
(15cm)
(Small Arms)
Razorback
AV
30cm
5+
6+
5+
30cm
AP4+
Twin Lascannon
45cm
AT4+
AP5+/AT6+
Predator Destructor
AV
30cm
4+
6+
3+
Autocannon
45cm
2x Heavy Bolter
30cm
AP5+
AT4+
Preadator Annihilator
AV
30cm
4+
6+
5+
Twin Lascannon
45cm
2x Lascannon
45cm
AT5+
Preadator Executioner
AV
30cm
4+
6+
5+
Plasma Destroyer
60cm
MW4+
2x Heavy Bolter
30cm
AP5+
Whirlwind
AV
30cm
5+
6+
5+
45cm
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
FIREPOWER
NOTES
AV
25cm
4+
6+
4+
30cm
AP4+
2x Twin Lascannon
45cm
AT4+
AV
25cm
4+
5+
5+
Demolisher
30cm
AP3+/AT4+, IC
30cm
AP4+/AT4+
Hurricane Bolters
(15cm)
EA +2
30cm
AP4+/AT4+
AV
25cm
4+
5+
5+
Drop Pod
Nephillim Jetfighter
Thunderhawk Gunship
Speical
Immobile
5+
N/A
N/A
Deathwind
AC
Fighter
5+
N/A
N/A
AC/WE
Bomber
4+
6+
4+
15cm
AP5+/AT5+
Avenger Mega-Bolter
30cm
2x AP3+/AT5+/AA5+
Blacksword Missiles
30cm
AT5+ FxF
Battle Cannon
75cm
AP4+/AT4+ FxF
15cm
AP4+/AA5+ LF
15cm
AP4+/AA5+ RF
30cm
AP4+/AA5+ FxF
15cm
AP4+/AA5+
2x Twin Lascannon
45cm
AT4+
Landing Craft
AC/WE
Bo,ber
4+
5+
3+
Strike Cruiser
SC
N/A
N/A
N/A
N/A
Orbital Bombardment
N/A
5 BP, MW
Battle Barge
SC
N/A
N/A
N/A
N/A
Orbital Bombardment
N/A
14 BP, MW
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator and Dreadnought.
Terminators and Dreadnoughts take up 2 spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground, killing all on board.
DC4, Planetfall, Fearless, Reinforced Armour, Transport (May carry 12 Space Marine
infantry, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts take up 2
spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land
Raider or 6 based on the Rhino.
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer hit.
Transport (May carry 20 of the following units: Space Marine Tactical, Assault,
Devastator, Scout, Bike, Terminator or Dreadnought units; plus 20 of the following
units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or
Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry
any other units on board)
Transport (May carry 60 of the following units: Space Marine Tactical, Assault,
Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following
units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or
Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry
any other units on board)
Slow and Steady: May not be used on the first two turns of a battle
unless the scenario specifically says otherwise.